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							- using System;
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- using System.IO;
 
- using System.Linq;
 
- using Core.Utility;
 
- using Excel2Json;
 
- using Fort23.Core;
 
- using Fort23.UTool;
 
- using GameLogic.Bag;
 
- using GameLogic.Hero;
 
- using UnityEngine;
 
- using UnityEngine.Serialization;
 
- using Utility;
 
- #if UNITY_WEIXINMINIGAME
 
- using WeChatWASM;
 
- #endif
 
- public class AccountFileInfo : Singleton<AccountFileInfo>
 
- {
 
-     public string persistentDataPath = Application.persistentDataPath + "/playerData.txt";
 
-     public PlayerData playerData = new PlayerData();
 
-     /// <summary>
 
-     /// 索引,用于快速查找
 
-     /// </summary>
 
-     private Dictionary<string, int> itemIndexMap = new Dictionary<string, int>();
 
-     public string fileName = "/playerData.txt";
 
-     [System.Serializable]
 
-     public class PlayerData
 
-     {
 
-         /// <summary>
 
-         /// 神识等级
 
-         /// </summary>
 
-         public int divineSenseLevel = 1;
 
-         /// <summary>
 
-         /// 神识点
 
-         /// </summary>
 
-         public float divineSensePoint = 0;
 
-         /// <summary>
 
-         /// 今天回复的神识值
 
-         /// </summary>
 
-         public float todayDivineSensePoint = 0;
 
-         /// <summary>
 
-         /// 神识经验
 
-         /// </summary>
 
-         public int divineSenseexp = 0;
 
-         //每天刷新时间
 
-         public long nextRefence;
 
-         /// <summary>
 
-         /// 洞府经验丹使用数量
 
-         /// </summary>
 
-         public int todayUseExpElixrPanelCount = 0;
 
-         
 
-         public string playerName = "";
 
-         /// <summary>
 
-         /// 英雄信息
 
-         /// </summary>
 
-         public HeroData heroData;
 
-         public HeroData yindaoHeroData;
 
-         public int CurrentZuiZhongEventListId;
 
-         public List<DaoYouData> daoYouDatas = new List<DaoYouData>();
 
-         public List<DaoYouGuaiJiData> daoYouGuaiJiDatas = new List<DaoYouGuaiJiData>();
 
-         /// <summary>
 
-         /// 道具信息
 
-         /// </summary>
 
-         public List<ItemData> ItemListData = new List<ItemData>();
 
-         //地图区域数据
 
-         public List<PlacesData> placesDatas = new List<PlacesData>();
 
-         //小地图数据
 
-         public List<SmallPlacesData> smallPlacesDatas = new List<SmallPlacesData>();
 
-         /// <summary>
 
-         /// 商店数据
 
-         /// </summary>
 
-         public List<ShopData> shopDatas = new List<ShopData>();
 
-         /// <summary>
 
-         /// 功法数据
 
-         /// </summary>
 
-         public List<SkillData> AllSkillDatas = new List<SkillData>();
 
-         /// <summary>
 
-         /// 法宝数据
 
-         /// </summary>
 
-         public List<FaBaoData> AllFaBaoDatas = new List<FaBaoData>();
 
-         /// <summary>
 
-         /// 完成的事件
 
-         /// </summary>
 
-         public List<EventList> completeEvents = new List<EventList>();
 
-         /// <summary>
 
-         /// 背包里的事件
 
-         /// 
 
-         /// </summary>
 
-         public List<EventList> eventList = new List<EventList>();
 
-         public List<SentimentData> SentimentDatas = new List<SentimentData>();
 
-         //塔数据
 
-         public List<TowerData> TowerDatas = new List<TowerData>();
 
-         //掉落数据
 
-         public List<QiankundaiData> QiankundaiDatas = new List<QiankundaiData>();
 
-         public List<ItemData> QiankundaiItemDatas = new List<ItemData>();
 
-         //招募数据
 
-         public List<SummonData> SummonDatas = new List<SummonData>();
 
-         
 
-         public List<RedDot> RedDotDatas = new List<RedDot>();
 
-         /// <summary>
 
-         /// 挂机掉落了多少时间
 
-         /// </summary>
 
-         public int QiankundaiDropTimer;
 
-         /// <summary>
 
-         /// 领取挂机每日掉落时间
 
-         /// </summary>
 
-         public long QiankundaiLingQuDailyDropTime;
 
-         
 
-         /// <summary>
 
-         /// 乾坤袋领取时间
 
-         /// </summary>
 
-         public long QiankundaiLingQuAwardTime;
 
-         public long ExitTime;
 
-         public bool boxFree;
 
-         public bool isTiggerPlot;
 
-         public int curPhase;
 
-         public int curStep;
 
-         public bool isForceDone = false;
 
-         public bool isTriggerDone = false;
 
-         public List<int> phaseKey = new List<int>();
 
-         public List<int> phaseValue = new List<int>();
 
-     }
 
-     [System.Serializable]
 
-     public class RedDot
 
-     {
 
-         public int id;
 
-         public List<string> Params = new List<string>();
 
-     }
 
-     [System.Serializable]
 
-     public class QiankundaiData
 
-     {
 
-         public int id;
 
-         public long refenceTime;
 
-         public int dropCount;
 
-         public int dropTime;
 
-     }
 
-     /// <summary>
 
-     /// 塔数据
 
-     /// </summary>
 
-     [System.Serializable]
 
-     public class TowerData
 
-     {
 
-         public int id;
 
-         public List<TowerLevelData> towerLevelDatas = new List<TowerLevelData>();
 
-         public int GetMaxUlockid()
 
-         {
 
-             int id = 0;
 
-             TowerConfig towerConfig = ConfigComponent.Instance.Get<TowerConfig>(this.id);
 
-             List<TowerInfoConfig> towerInfoConfigs = ConfigComponent.Instance.GetAll<TowerInfoConfig>().ToList();
 
-             var configs = towerInfoConfigs.Where(c => c.groupId == towerConfig.towerinfoIdGroup).ToList();
 
-             foreach (var towerInfoConfig in configs)
 
-             {
 
-                 var lastTowerLevelData = towerLevelDatas.FirstOrDefault(td => td.id == towerInfoConfig.ID - 1);
 
-                 if ((lastTowerLevelData != null &&
 
-                      lastTowerLevelData.finish) ||
 
-                     towerInfoConfig.level == 1)
 
-                 {
 
-                     if (towerInfoConfig.ID > id)
 
-                     {
 
-                         id = towerInfoConfig.ID;
 
-                     }
 
-                 }
 
-             }
 
-             return id;
 
-         }
 
-     }
 
-     /// <summary>
 
-     /// 塔层数据
 
-     /// </summary>
 
-     [System.Serializable]
 
-     public class TowerLevelData
 
-     {
 
-         public int id;
 
-         public bool finish;
 
-         public bool reward;
 
-     }
 
-     /// <summary>
 
-     /// 心境数据
 
-     /// </summary>
 
-     [System.Serializable]
 
-     public class SentimentData
 
-     {
 
-         public int id;
 
-         //主属性
 
-         public SentimentProperty mainSentiment;
 
-         public List<SentimentProperty> sentimentProperties = new List<SentimentProperty>();
 
-     }
 
-     /// <summary>
 
-     /// 心境属性
 
-     /// </summary>
 
-     [System.Serializable]
 
-     public class SentimentProperty
 
-     {
 
-         // 属性类别
 
-         public int groupId;
 
-         // 词条档位
 
-         public int level = 0;
 
-     }
 
-     [System.Serializable]
 
-     public class DaoYouGuaiJiData
 
-     {
 
-         public long leaveTime;
 
-         public long guajiTime;
 
-         public bool isLeave;
 
-         public List<ItemData> items = new List<ItemData>();
 
-         public int daoyouDataID;
 
-     }
 
-     /// <summary>
 
-     ///  道友数据
 
-     /// </summary>
 
-     [System.Serializable]
 
-     public class DaoYouData
 
-     {
 
-         public int id;
 
-         /// <summary>
 
-         /// 喜爱礼物
 
-         /// </summary>
 
-         public List<int> loveIds = new List<int>();
 
-         /// <summary>
 
-         /// 好感等级
 
-         /// </summary>
 
-         public int favorabilityLv;
 
-         /// <summary>
 
-         /// 经验
 
-         /// </summary>
 
-         public int exp;
 
-         /// <summary>
 
-         /// 已经领取奖励的好感等级
 
-         /// </summary>
 
-         public List<int> awardLevels = new List<int>();
 
-         /// <summary>
 
-         /// 心情
 
-         /// </summary>
 
-         public int emotion;
 
-         /// <summary>
 
-         /// 心情刷新时间
 
-         /// </summary>
 
-         public long emotionTime;
 
-         //心情值
 
-         public int emotionValue;
 
-     }
 
-     //地图区域数据
 
-     [System.Serializable]
 
-     public class PlacesData
 
-     {
 
-         //区域Id
 
-         public int id;
 
-         //地图进度
 
-         public int progress;
 
-     }
 
-     /// <summary>
 
-     /// 小地图数据
 
-     /// </summary>
 
-     [System.Serializable]
 
-     public class SmallPlacesData
 
-     {
 
-         public int id;
 
-         public int completionEventCount;
 
-     }
 
-     /// <summary>
 
-     /// 商店数据
 
-     /// </summary>
 
-     [System.Serializable]
 
-     public class ShopData
 
-     {
 
-         public int id;
 
-         public List<ShopItem> shopItemList = new List<ShopItem>();
 
-         // 商店刷新时间
 
-         public long refreshTime = 0;
 
-     }
 
-     [System.Serializable]
 
-     public class ShopItem
 
-     {
 
-         // 商品ID
 
-         public int id;
 
-         // 商品购买次数
 
-         public int buyCount = 0;
 
-         // 商品结束时间
 
-         public long endTime = -1;
 
-     }
 
-     [System.Serializable]
 
-     public class FaBaoData
 
-     {
 
-         public int id;
 
-         public int level;
 
-         public int useIndex;
 
-     }
 
-     [System.Serializable]
 
-     public class SkillData
 
-     {
 
-         public int id;
 
-         public int level;
 
-         public int star;
 
-         public int useIndex;
 
-     }
 
-     [System.Serializable]
 
-     public class EventData
 
-     {
 
-         public int eventID;
 
-         //完成cishu
 
-         public int completeCount = 0;
 
-     }
 
-     /// <summary>
 
-     /// 刷出来的事件列表
 
-     /// </summary>
 
-     [System.Serializable]
 
-     public class EventLinkData
 
-     {
 
-         public int eventLinkId;
 
-         public int eventId;
 
-         /// <summary>
 
-         /// 事件监听列表
 
-         /// </summary>
 
-         public List<EventConditionData> eventConditions = new List<EventConditionData>();
 
-     }
 
-     /// <summary>
 
-     /// 刷出来的事件列表
 
-     /// </summary>
 
-     [System.Serializable]
 
-     public class EventConditionData
 
-     {
 
-         public int eventId;
 
-         public int eventCondition;
 
-         public int fishCount;
 
-     }
 
-     /// <summary>
 
-     /// 刷出来的事件列表
 
-     /// </summary>
 
-     [System.Serializable]
 
-     public class EventList
 
-     {
 
-         public int guid;
 
-         public int eventID;
 
-         public int heroLevel;
 
-         public List<ItemData> itemInfos = new List<ItemData>();
 
-         public List<EventLinkData> eventLinks = new List<EventLinkData>();
 
-         public List<int> selectEventLinkIds = new List<int>();
 
-         public int curStep;
 
-         public bool isCompleted;
 
-         
 
-         public bool isCompleted1;
 
-     }
 
-     [System.Serializable]
 
-     public class SummonData
 
-     {
 
-         // 招募ID
 
-         public int id;
 
-         //免费招募次数
 
-         public int oneFreeCount;
 
-         //下一次免费招募时间
 
-         public long nextOneFreeTime;
 
-         //十连招募次数
 
-         public int tenFreeCount;
 
-         //下一次十连招募时间
 
-         public long nextTenFreeTime;
 
-         public int onePayCount;
 
-         public int tenPayCount;
 
-         //保底次数
 
-         public int baodiCount1;
 
-         public int baodiCount2;
 
-         // 存储最近几次十连抽的结果
 
-         public List<IntList> drawHistory = new List<IntList>();
 
-         public int score;
 
-         public List<SummonSocreData> summonSocreData = new List<SummonSocreData>();
 
-         
 
-         public bool isSummonSocre;
 
-     }
 
-     
 
-     [System.Serializable]
 
-     public class IntList
 
-     {
 
-         public List<int> list;
 
-     }
 
-     [System.Serializable]
 
-     public class SummonSocreData
 
-     {
 
-         public int id;
 
-         public int currentCount;
 
-         public int count;
 
-     }
 
-     /// <summary>
 
-     /// 重建索引表
 
-     /// 主要给道具用,比较多,调用频繁
 
-     /// </summary>
 
-     private void RestoreIndexMap()
 
-     {
 
-         itemIndexMap.Clear();
 
-         for (int i = 0; i < playerData.ItemListData.Count; i++)
 
-         {
 
-             itemIndexMap[playerData.ItemListData[i].guid] = i;
 
-         }
 
-     }
 
-     /// <summary>
 
-     /// 加载玩家数据,一切数据:从这里开始
 
-     /// </summary>
 
-     public void LoadPlayerData()
 
-     {
 
- #if UNITY_WEIXINMINIGAME && !UNITY_EDITOR
 
-         persistentDataPath = WX.env.USER_DATA_PATH + fileName;
 
-         WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
 
-         if (wxFileSystemManager.AccessSync(persistentDataPath).Equals("access:ok"))
 
-         {
 
-             string data = wxFileSystemManager.ReadFileSync(persistentDataPath, "utf8");
 
-             playerData = new PlayerData();
 
-             JsonUtility.FromJsonOverwrite(data, playerData);
 
-         }
 
-         else
 
-         {
 
-             ClearInitPlayerData();
 
-             SavePlayerData();
 
-         }
 
- #else
 
-         if (!File.Exists(persistentDataPath))
 
-         {
 
-             LogTool.Log("没有文件: " + persistentDataPath);
 
-             ClearInitPlayerData();
 
-             // File.Create(persistentDataPath).Close();
 
-         }
 
-         LogTool.Log("读取=文件: " + persistentDataPath);
 
-         StreamReader sr = File.OpenText(persistentDataPath);
 
-         string data = sr.ReadToEnd();
 
-         sr.Close();
 
-         playerData = new PlayerData();
 
-         JsonUtility.FromJsonOverwrite(data, playerData);
 
- #endif
 
-         //初始化索引
 
-         RestoreIndexMap();
 
-     }
 
-     private int lastHeroIdx = 0;
 
-     private int lastItemIdx = 0;
 
-     /// <summary>
 
-     /// 保存item数据
 
-     /// </summary>
 
-     /// <param name="itemInfo"></param>
 
-     /// <param name="now">是否立即保存</param>
 
-     /// <param name="zeroDel">count为0时,是否删除</param>
 
-     public void SaveItemData(ItemInfo itemInfo, bool now = true)
 
-     {
 
-         if (itemIndexMap.TryGetValue(itemInfo.guid, out int index))
 
-         {
 
-             //count为零且需要立即删除时,移除Data并移除索引(也有count为0,不删除的情况,就走else的逻辑)
 
-             // if (itemInfo.count.Value == 0 && zeroDel)
 
-             // {
 
-             //     playerData.ItemListData.RemoveAt(index);
 
-             //     itemIndexMap.Remove(itemInfo.guid);
 
-             // }
 
-             // else
 
-             // {
 
-             //     // 快速找到索引,直接修改
 
-             //     playerData.ItemListData[index] = itemInfo.ToItemData();
 
-             // }
 
-             // 快速找到索引,直接修改
 
-             playerData.ItemListData[index] = itemInfo.ToItemData();
 
-         }
 
-         else
 
-         {
 
-             foreach (ItemData itemData in playerData.ItemListData)
 
-             {
 
-                 if (itemData.guid == itemInfo.guid)
 
-                 {
 
-                     LogTool.Error("??? guid重复了" + itemInfo.itemID + "-" + itemData.guid);
 
-                 }
 
-             }
 
-             // 添加新数据并更新索引表
 
-             playerData.ItemListData.Add(itemInfo.ToItemData());
 
-             itemIndexMap[itemInfo.guid] = playerData.ItemListData.Count - 1;
 
-         }
 
-         if (now)
 
-         {
 
-             SavePlayerData();
 
-         }
 
-     }
 
-     // public void SaveEqGUID()
 
-     // {
 
-     //     SavePlayerData();
 
-     // }
 
-     /// <summary>
 
-     /// 清除空数据,重建索引
 
-     /// </summary>
 
-     private void CleanEmptyData()
 
-     {
 
-         // 从后往前遍历,这样删除元素,可以边循环,边删除
 
-         for (int i = playerData.ItemListData.Count - 1; i >= 0; i--)
 
-         {
 
-             // string ss = "";
 
-             ItemData itemData = playerData.ItemListData[i];
 
-             if (itemData.itemCount == 0)
 
-             {
 
-                 //不是装备,删除
 
-                 if (itemData.eqData == null || itemData.eqData.zyEqId == 0)
 
-                 {
 
-                     playerData.ItemListData.RemoveAt(i);
 
-                     // ss = "删除道具:" + itemData.guid;
 
-                 }
 
-                 else if (itemData.eqData != null && itemData.eqData.zyEqId != 0 && !itemData.eqData.isEquip)
 
-                 {
 
-                     // ss = "删除装备:" + itemData.guid;
 
-                     playerData.ItemListData.RemoveAt(i);
 
-                 }
 
-                 // LogTool.Log(ss);
 
-             }
 
-         }
 
-         RestoreIndexMap();
 
-     }
 
-     public void SavePlayerData(bool clean = false)
 
-     {
 
-         if (clean)
 
-         {
 
-             CleanEmptyData();
 
-         }
 
-         if (!string.IsNullOrEmpty(persistentDataPath))
 
-         {
 
-             string playerSettingJson = JsonManager.ToJson(playerData);
 
- #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
 
-             WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
 
-             wxFileSystemManager.WriteFileSync(persistentDataPath, playerSettingJson, "utf8");
 
- #else
 
-             File.WriteAllText(persistentDataPath, playerSettingJson);
 
- #endif
 
-         }
 
-     }
 
-     public void DeleteFile(string filePath)
 
-     {
 
- #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
 
-         playerData = new PlayerData();
 
-         SavePlayerData();
 
-         ClearInitPlayerData();
 
- #else
 
-         if (File.Exists(filePath))
 
-         {
 
-             File.Delete(filePath); // 删除文件
 
-             LogTool.Log($"文件已删除:{filePath}");
 
-         }
 
-         else
 
-         {
 
-             LogTool.Log($"文件不存在:{filePath}");
 
-         }
 
- #endif
 
-     }
 
-     /// <summary>
 
-     /// 不要服务器的话,这里初始化玩家的起始数据
 
-     /// </summary>
 
-     public void ClearInitPlayerData()
 
-     {
 
-         //初始化道具
 
-         InitialPlayerConfig initialPlayerConfig = ConfigComponent.Instance.Get<InitialPlayerConfig>(1);
 
-         for (var i = 0; i < initialPlayerConfig.itemId.Length; i++)
 
-         {
 
-             ItemData coin = new ItemData(initialPlayerConfig.itemId[i], initialPlayerConfig.itemAmount[i]);
 
-             playerData.ItemListData.Add(coin);
 
-         }
 
-         //初始化法宝
 
-         for (var i = 0; i < initialPlayerConfig.fabaoId.Length; i++)
 
-         {
 
-             FaBaoData faaData = new FaBaoData();
 
-             faaData.id = initialPlayerConfig.fabaoId[i];
 
-             faaData.level = 1;
 
-             faaData.useIndex = i;
 
-             playerData.AllFaBaoDatas.Add(faaData);
 
-         }
 
-         //初始化功法
 
-         for (var i = 0; i < initialPlayerConfig.gongfaId.Length; i++)
 
-         {
 
-             SkillData skillData = new SkillData();
 
-             skillData.id = initialPlayerConfig.gongfaId[i];
 
-             skillData.star = 1;
 
-             skillData.level = 1;
 
-             if (i <= 0)
 
-             {
 
-                 skillData.useIndex = i;
 
-             }
 
-           
 
-             playerData.AllSkillDatas.Add(skillData);
 
-         }
 
-         playerData.divineSensePoint = initialPlayerConfig.shenshiPoint;
 
-         //添加英雄数据
 
-         HeroData heroData = new HeroData();
 
-         playerData.heroData = heroData;
 
-         heroData.heroModelId = 101;
 
-         heroData.heroPowerId = 1;
 
-         heroData.upTime = TimeHelper.ClientNow();
 
-         HeroData yindaoHeroData = new HeroData();
 
-         playerData.yindaoHeroData = yindaoHeroData;
 
-         yindaoHeroData.heroModelId = 101;
 
-         yindaoHeroData.heroPowerId = 200;
 
-         yindaoHeroData.upTime = TimeHelper.ClientNow();
 
-         //添加第一关地图数据
 
-         PlacesData placesData = new PlacesData();
 
-         placesData.id = 1;
 
-         playerData.placesDatas.Add(placesData);
 
-         SmallPlacesData smallPlacesData = new SmallPlacesData();
 
-         smallPlacesData.id = 1;
 
-         playerData.smallPlacesDatas.Add(smallPlacesData);
 
-         SavePlayerData();
 
-     }
 
-     [System.Serializable]
 
-     public class HeroData
 
-     {
 
-         /// <summary>
 
-         /// 英雄基础信息
 
-         /// </summary>
 
-         public int heroModelId;
 
-         /// <summary>
 
-         /// 英雄等级
 
-         /// </summary>
 
-         public int heroPowerId;
 
-         public float exp;
 
-         public long upTime;
 
-         public bool isCombat;
 
-         public int TaoismSkillId;
 
-         public List<int> ImmortalBond = new List<int>();
 
-     }
 
-     [System.Serializable]
 
-     public class ItemData
 
-     {
 
-         public int itemId;
 
-         public long itemCount;
 
-         public string guid;
 
-         public EqData eqData;
 
-         public ItemData(int itemId, long itemCount = 0, string guid = "")
 
-         {
 
-             this.itemId = itemId;
 
-             this.itemCount = itemCount;
 
-             if (string.IsNullOrEmpty(guid))
 
-             {
 
-                 this.guid = itemId.ToString();
 
-             }
 
-             else
 
-             {
 
-                 this.guid = guid;
 
-             }
 
-             // eqData = null;
 
-         }
 
-     }
 
-     /// <summary>
 
-     /// 装备数据
 
-     /// </summary>
 
-     [System.Serializable]
 
-     public class EqData
 
-     {
 
-         // public string guid;
 
-         // public int count;
 
-         /// <summary>
 
-         /// HeroBasicEquipConfig ID
 
-         /// </summary>
 
-         public int zyEqId;
 
-         // public int dropLv;
 
-         public int quality;
 
-         /// <summary>
 
-         /// 是否穿了(职业装备)
 
-         /// </summary>
 
-         public bool isEquip;
 
-         // /// <summary>
 
-         // /// 穿在哪个职业身上
 
-         // /// </summary>
 
-         // public int zy;
 
-     }
 
- }
 
 
  |